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traveller CCG

To be honest, I don't think this idea is entirely without merit.

Back when I still had the time to play CCGs (and the free money to collect them) there were a couple of games I particularly enjoyed: The Star Trek game by Decipher and the Middle-Earth game by Iron Crown Enterprises.

Each of these games actually involved a game map. In the Star Trek game you constructed the map out of a line of location cards. The Middle-Earth game started with location cards, but later moved to a printed map of Middle-Earth. In each case, you "moved" character cards around the map to face obstacles and try to complete missions for points.

Those two systems were particularly compelling to me because they introduced a lot of elements of role-playing in a complete setting. A Traveller CCG might benefit from the same approach.
 
Although I wouldn't touch a collectable game, cards or miniatures, I would like to see a non-collectable card game based on Traveller.

Traveller have a long tradition of extending itself from roleplaying games to wargames. Card games would be a nice addition.
 
Fire the broadsides

I have always held the opinion that CCGs are the bane of RPGs. I am one of the cameman gamers that completely detests CCGs. Being the caveman gamer that I am, I see little value in CCGs other than to pacify children. The only hope I have for CCG players is that eventually, they may see the light and tire of diet gaming and indulge in RPG gaming with all the flavor and calories intact. :cool:
In PC terms, I do not believe that a CCG based on Traveller would be good for the long term health of the travelle Universe.

Thats my two cents

-------------------------------
In the end, Murphy will rule
 
vegascat - and anyone else who is "down" on some type of card game(s) i totaly(but respectfuly) disagree. i feel ANYTHING that can bring folks - young and old into the game, can only benifit the game in the long run. lets show a little vision and look towards the next 25 years. lets give it a least a fighting chance. we have enough talent in this forum to make this work. we also have one hell of a web site to support this. ther you have it - draw them in and they will play other parts of the game. give the higher ups time to work something out. now thats my 2 cents!!
 
Trader Jim.
You may be right. My nephew is a DBZ fanatic. He's been mowing lawns to make significant cash for a 13 year old all summer. while I can't fathom his fascination I can't deny the games appeal to him.

I personally wouldn't buy or play a Traveller CCG.
However equipment Chits would be cool. OR Critter Cards.

I also would consider buying or playing Strategy or Card Games set in the Traveller Universe.

Anyone know how Compatible Striker is with T20?(didn't somone mention that the OGL or STL doesn't allow miniatures rules?) will there be a tech supplement for chainmail? A new line of Traveler miniatures? (I LIKE strategy games. And while I'm not a fanatic about it. putting a couple of miniatures on the table with dice and pencils marking terrain features helps visualize and speed up combat.

The systems for personalities ... I don't remember T2300 but I DO remember that Space 1899 (now there was a cool game with a lot of slick artwork) IT did have system where you drew two common playing cards. each had personality traits associated with them the two together gave you a good grip on the basic motivations of an NPC... damn.. I wish I hadn't sold my S1899 books now. That was a good system and I could USE it for future campaigns... Twilight 2000 I think had something similar. Thanks for reminding me Gallowglass when I get my books out of storage. Gonna have to look for that.
 
Bulk response:

I'm against a Traveller CCG because 1) I wouldn't play it, and 2) I have the unsubstatiated suspicion that creating, producing, and marketing such a thing would drain resources (both creative and financial) away from the sort of Traveller I would play.

That said, I'm all for a non-collectible Traveller-based B&P card game, along the lines of Milles Bornes, SJG's original Illuminati, or Chaosium's Credo (just to name a few I've actually played; I realize there are many many more).

I'd also be in favor of pre-printed equipment, vehicle, creature cards as a game-aid, but am very dubious that such a thing would be financially viable. (Didn't TSR fail with this not once but twice -- Monster Cards in the 80s and Spell Cards in the 90s?)

Does no one besides me remember that the 'playing cards to determine NPC motivations' gimmick was also in TNE? Have you all blocked TNE entirely from your memories?

ISTR that R. Talsorian's Castle Falkenstein had ordinary playing cards as its central randomizer (in place of dice, or possibly just in addition to dice, I'm not sure). It struck me as gimmicky and lame at the time, and still does. Same with the TORG's fate cards. I suppose it's a beneficial side effect of industry single-platformization under d20 that companies seem less likely to pull gimmicky crap like that nowadays ;)
 
After a good night's sleep, I can see how a (non-collectable) Traveller card came could be a good thing, if it were well-done, actually fun, and respectful of what's gone before. I wouldn't want to see an embarrasing dumbing-down of Traveller, but some posts here have brought up some good points about how it could potentially turn out well.
 
A card game, whether collectible or not, could be an asset to the Traveller line, but only if it FITS into the setting and atmoshpere of the game.

For example, STRIKER and HIGH GUARD were popular because they fit (with some rough spots on the edges) into regular game play.

Borrowing from another topic on solo play and Trader Jim's comment from above on solitaire, I'd suggest a game that can be played with multiple players, but also facilitate solo play.

So what elements do you include? I suggest Travelling and mercantilism. Get into the whole aspect of randomly generating stars systems (with a UPP, just like the game, but presented in a decoded format to make the trade modifiers easy to read), using cards in your hand to modify what trade goods you can find, and then head to the next system. Random cards (or maybe cards played by other players, like SJ Games' Munchkin) could provide help or hindrances. First merchant to cover X number of parsecs (since you may need to wait for the right trade items to show up at your port), or accumulate Y MCr wins.

As a variant, have a series of cards drawn to define the trading space (call it a sub-sector)like Settlers of Cataan, that would allow the merchants to try and find that optimum 'triangle trade route'.

Then you release an accessory set that adds Mercenary tickets to the possibilities. This could be a combo of ground fighting and space fighting. Since it would add a conflict resolution system (Combat), it allows you to bring piracy into play as a factor shaping trade. A third could add Scouts and exploration - instead of just trading for cash, you are looking for new species, habitable worlds, Ancients technology, etc.

Then comes the setting variants - a TNE variant is on the Scouts and Mercenary sets - you are Star Vikings out in search of relic technology to rebuild the Coalition.

Some may say this will detract from the full RPG by diverting the audience. Maybe, but I also think that by presenting those favorite crunchy bits of Traveller (Traveling from system to system amongst others), then you are more likely to suck new people in. ((Yeah, the card game is good, but the full blown RPG ROCKS!!!))

Just my 0.02 Cr.

I do agree that the development of a game will require time and attention from the creative staff. And from where I sit, that creative staff is already working at full speed just to get us T20 and the setting materials for M:1000.
 
Traveller CCG - bad.
Traveller Themed 'Settlers of Cataan' - OOOOOHH POTZREBIE!

The cool thing about that. is you could use the game play to teach players about the TU AND create a new subsector to play in with one night of Beer and Pretzel fun.

Then set the players off to play in their new creation....
 
Originally posted by T. Foster:
Does no one besides me remember that the 'playing cards to determine NPC motivations' gimmick was also in TNE? Have you all blocked TNE entirely from your memories?
Well slightly off topic but, sure I remember, and not just because I recently dusted off said tome for a pbem game. I used it a couple times to try it for npc's in a hurry, but it was never enough for me for PC help. What I don't get from the generation (which is usually pretty complete the way my imagination works) I fill in using "The Spice of Life" article for MegaTraveller (but completely system independant) from an old Challenge issue (sorry, can't recall or find the number). It does background history of family and friends, as well as a UPP style psych workup of 6 'stats'. A great 4pg article if you can find it.
 
Here's a brainstorm idea I came up (over lunch) with for a simple Traveller-based cardgame:

Each player represents a rival merchant free trader. One deck is worlds/destinations. Each turn a new world card is flipped over, giving a set of trade codes that apply to all players for that turn. A second deck is cargoes. Each player starts with several cards from this deck, representing passengers (low, middle, high) and cargoes of various types. At each world the player discards a few and draws replacements. Each card has a point value: passenger cards are worth a fixed amount and must be discarded at the next stop. Cargo cards are worth variable amounts depending on their type and what world they're discarded at. Each player has a 'cargo hold' of, say, 7 cards, and the maximum number drawn each turn is dependant on the active World's starport type (X=1, E=2, etc.)

Also shuffled into the cargo deck would be various Event cards, some of which would affect everybody (World Embargo: No cargo may be bought or sold this turn), some of which would provide extra benefits (Broker: +(x value) on all goods sold next turn; Laser Turret: safe from all future pirate attacks; Mail Contract: takes a permanent spot in the cargo hold and automatically provides (x) points each turn), and some of which could be used to attack/inconvenience other players (Misjump: lose one turn; Pirates: lose all cargo and passengers). Whoever has the most accumulated points when the game ends is the winner. If the mechanics are kept simple enough and there's enough variety in the card types, I can see something like this being quite fun.

Would anyone else actually play a game like this, or does it sound too kiddie/simplistic? Although I haven't thought out how they'd work, I can imagine similar games covering Scouts (surveying worlds and contacting aliens), Mercenaries (building units and matching them against various tickets), or even a macro-scale representation of the Rebellion (each player controlling a faction, scrambling over limited resources).

Anyway, it's an idea, and a demonstration that a "Traveller cardgame" isn't necessarily as ridiculous/terrible an idea as it may have first sounded like.
 
Not bad for the musings of a rumbly tummy T. Foster, I'd play it. In fact I will play (with) it! I think I'll make up a simple deck and do some testing and see if I can find anybody to shanghai into a test game or three.

I do like the idea of 'building' a game too, like the way "Aliens vs Predator" CCG did it, which could work with your idea. Though off the top I think I prefer it's intrinsic simplicity. Hmm, I wonder if your idea lends itself to solitaire play?
 
Originally posted by far-trader:
Hmm, I wonder if your idea lends itself to solitaire play?
Thanks for the kind words. Please let me know how your test runs turn out!

A possible way to play this game solitaire would be to factor in The Bank -- a point threshhold which the player must meet or exceed every turn. I suppose you'd get a starting balance so that unlucky draws in the first turn or two wouldn't immediately end the game, but from there on the game would be the struggle to stay in the black, with "victory" defined as achieving a positive point balance of (large value of x). The same concept could be applied to group play as well, but would probably overcomplicate things too much.
 
The merchant game does sound interesting.

More suggestions:
Events:
War! (only one card) Turn over next card to see how many turns it affects the game (cards would then need a number for this and maybe other things, it might be one that has another use). How it affects the game? Some cargos are worth more (munitions) and others are worth less, passenger counts are halved, less pirates but possibility of a patrol stopping a ship (allowing other players to sell cargo first or get first dibs on next cargo).

Worlds:
Amber and Red Zone planets. Allow players to pass on any given turn and not do anything to avoid these if they desire. Such worlds could affect passenger counts (1/2 and 1/4), cargoes, interdiction, increased profits for restricted cargos (most planets could have a restricted cargo list).

But how would this game differ from Merchant of Venus or Star Trader (?), besides the Traveller references? I've not played either.

Glen
 
Still very much a work in progress hence the cautionary heading. I've been scratching away in front of the TV watching the end of the now rain delayed ball game and waiting for the movie. So far, very roughly mind you, much more in my head still fighting to get out ;)

Each turn represents one month of trading.
Each Credit represents about cr40,000 fyi.

Play begins with each player drawing (in secret?) a total combination of 9 Credits and cards (i.e. 3 Credits and 6 cards, etc.) from their Free Trader deck (for this version, later versions for other ships/goals). The Free Trader deck is mostly Revenue cards with some Deal cards (see below).

To begin the game turn over the top card in the common deck, The Imperium (or possibly for more variety, it could be broken down by Domain or Sector, or setting i.e. The Frontier War, The Rim War, etc.) to define the current Route (i.e. Regina to Dinom via Jenghe) and possible TAS News Bulletin(s) (global events, Travel Advisory (red or amber zone) Trade Embargo, etc.). Keep flipping each turn till you get a Route. All TAS News Bulletin events preceeding the Route each turn stack on that Route for that turn only. The Imperium deck is mostly Routes, with a few TAS News Bulletins. When you go through the common deck shufle it up and start again.

The player with the most Credits goes first each turn and clockwise from there. In the case of a tie play proceeds begining with the player who played last the previous turn and proceeds clockwise. Each player in turn plays any Deal cards (local events, i.e. Broker, Fuel Skimming, etc.) they may have if desired and then any Revenue (i.e. Passengers or Cargo Lots) cards in hand they wish to cash in for Credits. After playing, each player draws fresh cards from their personal deck up to the limit set by the Route (based on the relative trade volume of the route) and a maximum of 9 cards at any time. They then pay as much upkeep as they desire and can afford. Deal cards can be good for the player only or bad for everybody who plays after them (i.e. Misjump, Market Down Turn, etc.) and last only that turn.

First player to "Bank" 48 (?) Credits wins (or less for a shorter game).

I'm thinking about 50 cards per deck, 60%/40% Route/TAS News Bulletin for the common deck and 70%/30% Revenue/Deal cards for the personal deck.

Upkeep - Loan Payment - 4 Credits each turn - Player's may Skip (i.e. default on the loan) This is a choice that can be made at any time but is irreversible. The player's ship is now hot and certain events (i.e. Imperial Patrol, Skip Tracer, etc.) will result in a substantial Bribe (a Deal card) or imprisonment (out of the game).

Upkeep - Fuel - 1 Credits each turn - Player's may skim fuel for free with the right Deal card and avoid paying this, however they play last on the next turn regardless of Credits or place in rotation. It also adds one level to the Misjump mishap for the next turn.

Upkeep - Crew and Misc. - 1 Credits each turn - Player's may avoid this by hiring fresh trainees (Deal card Recruiting) who work just for the oppurtunity to learn and travel, it's called working passage). It only last's one turn like all Deal cards, and it adds one level to the Misjump mishap for that turn.

Revenue - Each Passengers and Cargo Lots card is worth 1 Credit when cashed in.

I hope this is light years from what Hunter and Marc et al. are thinking just so they don't think I'm some Zho spy or rogue Psi talent. I've not heard of Merchant of Venus or seen Star Trader so I have no idea if this is similar or not.

If this were published (I can dream
) it would have some very watered down collectable elements if different areas or periods were used for the common deck and different ship/goals were used for the personal decks. All that would be needed though would be a single common deck (sold seperately or combined) and one personal deck (of the same series, or with difffernt goals in the same setting) for each player (also seperately or combined). Each Free Trader deck would have exactly the same cards in the same proportion (though nothing could stop individuals from customizing decks if they wanted to change the pace). Oh of course each personal deck (could/would) come with 50 nice (plastic
) Imperial Credits to use for Credit counters (or you could just use whatever is handy, pennies, pretzels, gummie bears...

Anyway, gotta get back to hashing out the card ideas and drawing some up, and see if anyone wants to learn a new game (probably not this weekend but I'll keep you posted).

Some other cards in mind right now:

Deals:

Small Package - if subject to Customs Patrol pay fine and lose package or pay moderate Bribe and keep package. Double value of all Cargo Lots when played.

Piracy -

Privateering - (brain blank, what's the permission called again?) aka Commerce Raiding

Speculative Cargo -

Weapons - pirate proof, upkeep discard one card each turn to keep in play? bonus on pirate/privateer or required?

Trader - add one to allowed card draw for turn

Patron - double value of any Passsengers cards that turn

Charter - full allowable card draw that turn ignoring Route limits

Mail - requires Weapons generates 1 Credit each turn it stays in play

TAS News Bullitens:

Piracy -

oh, I'm getting tired and they finally called the game and started the movie so later all...
 
Privateers, As oposed to pirates get some polity to issue Letters of Marque and Reprisal. Historically, having such letters hasn't guarenteed that one won't be hung as a pirate. Nor has not having the always kept one from honorably joining some nation's military or colonial service.
 
I'd be interested in a Traveller card game (TCG) with a wide selection of cards but not collectable per se. In keeping with my preference in Traveller game play, I'd like a version that posits freewheeling troubleshooters attempting missions for patrons and/or themselves.
 
Yes, an old post; months have gone by. hunter mentioned interest and work by Marc. I was wondering if anything has been worked on for a Traveller card game/supplement cards (i.e., equipment). Or is it shelved?

Glen
 
Ahh, the Traveller Mille Bornes memories are flooding back. What a great old thread! Did you ever get a chance to test your game, far-trader, or did you forget all about it like I had?
 
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